/* * GatherArmyBehavior.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "../AIGateway.h" #include "../Engine/Nullkiller.h" #include "../Goals/ExecuteHeroChain.h" #include "../Goals/Composition.h" #include "../Goals/RecruitHero.h" #include "../Markers/HeroExchange.h" #include "../Markers/ArmyUpgrade.h" #include "GatherArmyBehavior.h" #include "CaptureObjectsBehavior.h" #include "../AIUtility.h" #include "../Goals/ExchangeSwapTownHeroes.h" namespace NKAI { using namespace Goals; std::string GatherArmyBehavior::toString() const { return "Gather army"; } Goals::TGoalVec GatherArmyBehavior::decompose() const { Goals::TGoalVec tasks; auto heroes = cb->getHeroesInfo(); if(heroes.empty()) { return tasks; } for(const CGHeroInstance * hero : heroes) { if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN) { vstd::concatenate(tasks, deliverArmyToHero(hero)); } } auto towns = cb->getTownsInfo(); for(const CGTownInstance * town : towns) { vstd::concatenate(tasks, upgradeArmy(town)); } return tasks; } Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * hero) const { Goals::TGoalVec tasks; const int3 pos = hero->visitablePos(); auto targetHeroScore = ai->nullkiller->heroManager->evaluateHero(hero); #if NKAI_TRACE_LEVEL >= 1 logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString()); #endif auto paths = ai->nullkiller->pathfinder->getPathInfo(pos); #if NKAI_TRACE_LEVEL >= 1 logAi->trace("Gather army found %d paths", paths.size()); #endif for(const AIPath & path : paths) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength()); #endif if(path.containsHero(hero)) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Selfcontaining path. Ignore"); #endif continue; } if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path)) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength()); #endif continue; } if(ai->nullkiller->arePathHeroesLocked(path)) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path because of locked hero"); #endif continue; } HeroExchange heroExchange(hero, path); uint64_t armyValue = heroExchange.getReinforcementArmyStrength(); float armyRatio = (float)armyValue / hero->getArmyStrength(); // avoid transferring very small amount of army if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Army value is too small."); #endif continue; } // avoid trying to move bigger army to the weaker one. bool hasOtherMainInPath = false; for(auto node : path.nodes) { if(!node.targetHero) continue; auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero); if(heroRole == HeroRole::MAIN) { auto score = ai->nullkiller->heroManager->evaluateHero(node.targetHero); if(score >= targetHeroScore) { hasOtherMainInPath = true; break; } } } if(hasOtherMainInPath) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Army value is too large."); #endif continue; } auto danger = path.getTotalDanger(); auto isSafe = isSafeToVisit(hero, path.heroArmy, danger); #if NKAI_TRACE_LEVEL >= 2 logAi->trace( "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld", isSafe ? "safe" : "not safe", hero->getObjectName(), path.targetHero->getObjectName(), path.getHeroStrength(), danger, path.getTotalArmyLoss()); #endif if(isSafe) { Composition composition; ExecuteHeroChain exchangePath(path, hero); exchangePath.closestWayRatio = 1; composition.addNext(heroExchange); if(hero->inTownGarrison && path.turn() == 0) { auto lockReason = ai->nullkiller->getHeroLockedReason(hero); if(path.targetHero->visitedTown == hero->visitedTown) { composition.addNextSequence({ sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))}); } else { composition.addNextSequence({ sptr(ExchangeSwapTownHeroes(hero->visitedTown)), sptr(exchangePath), sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))}); } } else { composition.addNext(exchangePath); } auto blockedAction = path.getFirstBlockedAction(); if(blockedAction) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Action is blocked. Considering decomposition."); #endif auto subGoal = blockedAction->decompose(path.targetHero); if(subGoal->invalid()) { #if NKAI_TRACE_LEVEL >= 1 logAi->trace("Path is invalid. Skipping"); #endif continue; } composition.addNext(subGoal); } tasks.push_back(sptr(composition)); } } return tasks; } Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader) const { Goals::TGoalVec tasks; const int3 pos = upgrader->visitablePos(); TResources availableResources = ai->nullkiller->getFreeResources(); #if NKAI_TRACE_LEVEL >= 1 logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString()); #endif auto paths = ai->nullkiller->pathfinder->getPathInfo(pos); auto goals = CaptureObjectsBehavior::getVisitGoals(paths); std::vector> waysToVisitObj; #if NKAI_TRACE_LEVEL >= 1 logAi->trace("Found %d paths", paths.size()); #endif bool hasMainAround = false; for(const AIPath & path : paths) { auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero); if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT) hasMainAround = true; } for(int i = 0; i < paths.size(); i++) { auto & path = paths[i]; auto visitGoal = goals[i]; #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength()); #endif if(visitGoal->invalid()) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path. Not valid way."); #endif continue; } if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1)) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path. Town has visiting hero."); #endif continue; } if(ai->nullkiller->arePathHeroesLocked(path)) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path because of locked hero"); #endif continue; } if(path.getFirstBlockedAction()) { #if NKAI_TRACE_LEVEL >= 2 // TODO: decomposition? logAi->trace("Ignore path. Action is blocked."); #endif continue; } auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero); if(heroRole == HeroRole::SCOUT && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path)) { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength()); #endif continue; } auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources); if(!upgrader->garrisonHero && ( hasMainAround || ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)) { ArmyUpgradeInfo armyToGetOrBuy; armyToGetOrBuy.addArmyToGet( ai->nullkiller->armyManager->getBestArmy( path.targetHero, path.heroArmy, upgrader->getUpperArmy())); armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength(); armyToGetOrBuy.addArmyToBuy( ai->nullkiller->armyManager->toSlotInfo( ai->nullkiller->armyManager->getArmyAvailableToBuy( path.heroArmy, upgrader, ai->nullkiller->getFreeResources(), path.turn()))); upgrade.upgradeValue += armyToGetOrBuy.upgradeValue; upgrade.upgradeCost += armyToGetOrBuy.upgradeCost; vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy); if(!upgrade.upgradeValue && armyToGetOrBuy.upgradeValue > 20000 && ai->nullkiller->heroManager->canRecruitHero(town) && path.turn() < SCOUT_TURN_DISTANCE_LIMIT) { for(auto hero : cb->getAvailableHeroes(town)) { auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town) + ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town); if(scoutReinforcement >= armyToGetOrBuy.upgradeValue && ai->nullkiller->getFreeGold() >20000 && ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE) { Composition recruitHero; recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero)); } } } } auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength(); if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades { #if NKAI_TRACE_LEVEL >= 2 logAi->trace("Ignore path. Army value is too small (%f)", armyValue); #endif continue; } auto danger = path.getTotalDanger(); auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger); #if NKAI_TRACE_LEVEL >= 2 logAi->trace( "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld", isSafe ? "safe" : "not safe", upgrader->getObjectName(), path.targetHero->getObjectName(), path.getHeroStrength(), danger, path.getTotalArmyLoss()); #endif if(isSafe) { tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal))); } } return tasks; } }